diff --git a/src/Bindings/AllToLua.pkg b/src/Bindings/AllToLua.pkg index 302714318..1cd7c74f8 100644 --- a/src/Bindings/AllToLua.pkg +++ b/src/Bindings/AllToLua.pkg @@ -63,7 +63,6 @@ $cfile "../BlockEntities/MobHeadEntity.h" $cfile "../BlockEntities/FlowerPotEntity.h" $cfile "../WebAdmin.h" $cfile "../Root.h" -$cfile "../Matrix4f.h" $cfile "../Cuboid.h" $cfile "../BoundingBox.h" $cfile "../Tracer.h" diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 04736c2d7..0f8700692 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -62,7 +62,6 @@ if (NOT MSVC) Inventory.h Item.h ItemGrid.h - Matrix4f.h Mobs/Monster.h OSSupport/File.h Root.h diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 96e8c15a5..0750ae05e 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -4,7 +4,7 @@ #include "../World.h" #include "../Server.h" #include "../Root.h" -#include "../Matrix4f.h" +#include "../Matrix4.h" #include "../ClientHandle.h" #include "../Chunk.h" #include "../Simulator/FluidSimulator.h" diff --git a/src/Matrix4.h b/src/Matrix4.h new file mode 100644 index 000000000..14ccb94fd --- /dev/null +++ b/src/Matrix4.h @@ -0,0 +1,228 @@ + +#pragma once + + + + +#include + + + + + +template +// tolua_begin +class Matrix4 +{ + + TOLUA_TEMPLATE_BIND((T, float, double)) + + // tolua_end + +public: + + T cell[16]; + + enum + { + TX=3, TY=7, TZ=11, + D0=0, D1=5, D2=10, D3=15, + SX=D0, SY=D1, SZ=D2, + W=D3 + }; + + // tolua_begin + + inline Matrix4(void) + { + Identity(); + } + + inline Matrix4(const Matrix4 & a_Rhs) + { + *this = a_Rhs; + } + + inline Matrix4 & operator = (const Matrix4 & a_Rhs) + { + for (unsigned int i = 0; i < 16; ++i) + { + cell[i] = a_Rhs.cell[i]; + } + return *this; + } + + inline T & operator [] (int a_N) + { + ASSERT(a_N < 16); + return cell[a_N]; + } + + inline void Identity() + { + cell[1] = cell[2] = cell[TX] = cell[4] = cell[6] = cell[TY] = + cell[8] = cell[9] = cell[TZ] = cell[12] = cell[13] = cell[14] = 0; + cell[D0] = cell[D1] = cell[D2] = cell[W] = 1; + } + + inline void Init(const Vector3 & a_Pos, T a_RX, T a_RY, T a_RZ) + { + Matrix4 t; + t.RotateX(a_RZ); + RotateY(a_RY); + Concatenate(t); + t.RotateZ(a_RX); + Concatenate(t); + Translate(a_Pos); + } + + inline void RotateX(T a_RX) + { + T sx = (T) sin(a_RX * M_PI / 180); + T cx = (T) cos(a_RX * M_PI / 180); + + Identity(); + + cell[5] = cx, cell[6] = sx, cell[9] = -sx, cell[10] = cx; + } + + inline void RotateY(T a_RY) + { + T sy = (T) sin(a_RY * M_PI / 180); + T cy = (T) cos(a_RY * M_PI / 180); + + Identity(); + + cell[0] = cy, cell[2] = -sy, cell[8] = sy, cell[10] = cy; + } + + inline void RotateZ(T a_RZ) + { + T sz = (T) sin(a_RZ * M_PI / 180); + T cz = (T) cos(a_RZ * M_PI / 180); + + Identity(); + + cell[0] = cz; cell[1] = sz; + cell[4] = -sz; cell[5] = cz; + } + + inline void Translate(const Vector3 & a_Pos) + { + cell[TX] += a_Pos.x; + cell[TY] += a_Pos.y; + cell[TZ] += a_Pos.z; + } + + inline void SetTranslation(const Vector3 & a_Pos) + { + cell[TX] = a_Pos.x; + cell[TY] = a_Pos.y; + cell[TZ] = a_Pos.z; + } + + inline void Concatenate(const Matrix4 & m2) + { + Matrix4 res; + + for (unsigned int c = 0; c < 4; ++c) + { + for (unsigned int r = 0; r < 4; ++r) + { + res.cell[r * 4 + c] = ( + cell[r * 4] * m2.cell[c] + + cell[r * 4 + 1] * m2.cell[c + 4] + + cell[r * 4 + 2] * m2.cell[c + 8] + + cell[r * 4 + 3] * m2.cell[c + 12] + ); + } + } + + *this = res; + } + + inline Vector3 Transform(const Vector3 & v) const + { + T x = cell[0] * v.x + cell[1] * v.y + cell[2] * v.z + cell[3]; + T y = cell[4] * v.x + cell[5] * v.y + cell[6] * v.z + cell[7]; + T z = cell[8] * v.x + cell[9] * v.y + cell[10] * v.z + cell[11]; + + return Vector3(x, y, z); + } + + inline void Invert(void) + { + Matrix4 t; + + T tx = -cell[3]; + T ty = -cell[7]; + T tz = -cell[11]; + + for (unsigned int h = 0; h < 3; ++h) + { + for (unsigned int v = 0; v < 3; ++v) + { + t.cell[h + v * 4] = cell[v + h * 4]; + } + } + + for (unsigned int i = 0; i < 11; ++i) + { + cell[i] = t.cell[i]; + } + + cell[3] = tx * cell[0] + ty * cell[1] + tz * cell[2]; + cell[7] = tx * cell[4] + ty * cell[5] + tz * cell[6]; + cell[11] = tx * cell[8] + ty * cell[9] + tz * cell[10]; + } + + inline Vector3 GetXColumn(void) const + { + return Vector3(cell[0], cell[1], cell[2]); + } + + inline Vector3 GetYColumn(void) const + { + return Vector3(cell[4], cell[5], cell[6]); + } + + inline Vector3 GetZColumn(void) const + { + return Vector3(cell[8], cell[9], cell[10]); + } + + inline void SetXColumn(const Vector3 & a_X) + { + cell[0] = a_X.x; + cell[1] = a_X.y; + cell[2] = a_X.z; + } + + inline void SetYColumn(const Vector3 & a_Y) + { + cell[4] = a_Y.x; + cell[5] = a_Y.y; + cell[6] = a_Y.z; + } + + inline void SetZColumn(const Vector3 & a_Z) + { + cell[8] = a_Z.x; + cell[9] = a_Z.y; + cell[10] = a_Z.z; + } +}; +// tolua_end + + + + +// tolua_begin +typedef Matrix4 Matrix4d; +typedef Matrix4 Matrix4f; +// tolua_end + + + + + diff --git a/src/Matrix4f.cpp b/src/Matrix4f.cpp deleted file mode 100644 index d0a407a99..000000000 --- a/src/Matrix4f.cpp +++ /dev/null @@ -1,4 +0,0 @@ - -#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules - -// _X: empty file?? diff --git a/src/Matrix4f.h b/src/Matrix4f.h deleted file mode 100644 index 0e36974ad..000000000 --- a/src/Matrix4f.h +++ /dev/null @@ -1,225 +0,0 @@ -#pragma once - -#define _USE_MATH_DEFINES -#include -#include "Vector3.h" - -class Matrix4f -{ -public: - enum - { - TX=3, - TY=7, - TZ=11, - D0=0, D1=5, D2=10, D3=15, - SX=D0, SY=D1, SZ=D2, - W=D3 - }; - Matrix4f() { Identity(); } - float& operator [] ( int a_N ) { return cell[a_N]; } - void Identity() - { - cell[1] = cell[2] = cell[TX] = cell[4] = cell[6] = cell[TY] = - cell[8] = cell[9] = cell[TZ] = cell[12] = cell[13] = cell[14] = 0; - cell[D0] = cell[D1] = cell[D2] = cell[W] = 1; - } - void Init( Vector3f a_Pos, float a_RX, float a_RY, float a_RZ ) - { - Matrix4f t; - t.RotateX( a_RZ ); - RotateY( a_RY ); - Concatenate( t ); - t.RotateZ( a_RX ); - Concatenate( t ); - Translate( a_Pos ); - } - void RotateX( float a_RX ) - { - float sx = (float)sin( a_RX * M_PI / 180 ); - float cx = (float)cos( a_RX * M_PI / 180 ); - Identity(); - cell[5] = cx, cell[6] = sx, cell[9] = -sx, cell[10] = cx; - } - void RotateY( float a_RY ) - { - float sy = (float)sin( a_RY * M_PI / 180 ); - float cy = (float)cos( a_RY * M_PI / 180 ); - Identity (); - cell[0] = cy, cell[2] = -sy, cell[8] = sy, cell[10] = cy; - } - void RotateZ( float a_RZ ) - { - float sz = (float)sin( a_RZ * M_PI / 180 ); - float cz = (float)cos( a_RZ * M_PI / 180 ); - Identity (); - cell[0] = cz, cell[1] = sz, cell[4] = -sz, cell[5] = cz; - } - void Translate( Vector3f a_Pos ) { cell[TX] += a_Pos.x; cell[TY] += a_Pos.y; cell[TZ] += a_Pos.z; } - void SetTranslation( Vector3f a_Pos ) { cell[TX] = a_Pos.x; cell[TY] = a_Pos.y; cell[TZ] = a_Pos.z; } - void Concatenate( const Matrix4f& m2 ) - { - Matrix4f res; - int c; - for ( c = 0; c < 4; c++ ) for ( int r = 0; r < 4; r++ ) - res.cell[r * 4 + c] = cell[r * 4] * m2.cell[c] + - cell[r * 4 + 1] * m2.cell[c + 4] + - cell[r * 4 + 2] * m2.cell[c + 8] + - cell[r * 4 + 3] * m2.cell[c + 12]; - for ( c = 0; c < 16; c++ ) cell[c] = res.cell[c]; - } - Vector3f Transform( const Vector3f& v ) const - { - float x = cell[0] * v.x + cell[1] * v.y + cell[2] * v.z + cell[3]; - float y = cell[4] * v.x + cell[5] * v.y + cell[6] * v.z + cell[7]; - float z = cell[8] * v.x + cell[9] * v.y + cell[10] * v.z + cell[11]; - return Vector3f( x, y, z ); - } - void Invert() - { - Matrix4f t; - int h, i; - float tx = -cell[3], ty = -cell[7], tz = -cell[11]; - for ( h = 0; h < 3; h++ ) for ( int v = 0; v < 3; v++ ) t.cell[h + v * 4] = cell[v + h * 4]; - for ( i = 0; i < 11; i++ ) cell[i] = t.cell[i]; - cell[3] = tx * cell[0] + ty * cell[1] + tz * cell[2]; - cell[7] = tx * cell[4] + ty * cell[5] + tz * cell[6]; - cell[11] = tx * cell[8] + ty * cell[9] + tz * cell[10]; - } - Vector3f GetXColumn() { return Vector3f( cell[0], cell[1], cell[2] ); } - Vector3f GetYColumn() { return Vector3f( cell[4], cell[5], cell[6] ); } - Vector3f GetZColumn() { return Vector3f( cell[8], cell[9], cell[10] ); } - void SetXColumn( const Vector3f & a_X ) - { - cell[0] = a_X.x; - cell[1] = a_X.y; - cell[2] = a_X.z; - } - void SetYColumn( const Vector3f & a_Y ) - { - cell[4] = a_Y.x; - cell[5] = a_Y.y; - cell[6] = a_Y.z; - } - void SetZColumn( const Vector3f & a_Z ) - { - cell[8] = a_Z.x; - cell[9] = a_Z.y; - cell[10] = a_Z.z; - } - float cell[16]; -}; - - - - - -class Matrix4d -{ -public: - enum - { - TX=3, - TY=7, - TZ=11, - D0=0, D1=5, D2=10, D3=15, - SX=D0, SY=D1, SZ=D2, - W=D3 - }; - Matrix4d() { Identity(); } - double& operator [] ( int a_N ) { return cell[a_N]; } - void Identity() - { - cell[1] = cell[2] = cell[TX] = cell[4] = cell[6] = cell[TY] = - cell[8] = cell[9] = cell[TZ] = cell[12] = cell[13] = cell[14] = 0; - cell[D0] = cell[D1] = cell[D2] = cell[W] = 1; - } - void Init( Vector3f a_Pos, double a_RX, double a_RY, double a_RZ ) - { - Matrix4d t; - t.RotateX( a_RZ ); - RotateY( a_RY ); - Concatenate( t ); - t.RotateZ( a_RX ); - Concatenate( t ); - Translate( a_Pos ); - } - void RotateX( double a_RX ) - { - double sx = (double)sin( a_RX * M_PI / 180 ); - double cx = (double)cos( a_RX * M_PI / 180 ); - Identity(); - cell[5] = cx, cell[6] = sx, cell[9] = -sx, cell[10] = cx; - } - void RotateY( double a_RY ) - { - double sy = (double)sin( a_RY * M_PI / 180 ); - double cy = (double)cos( a_RY * M_PI / 180 ); - Identity (); - cell[0] = cy, cell[2] = -sy, cell[8] = sy, cell[10] = cy; - } - void RotateZ( double a_RZ ) - { - double sz = (double)sin( a_RZ * M_PI / 180 ); - double cz = (double)cos( a_RZ * M_PI / 180 ); - Identity (); - cell[0] = cz, cell[1] = sz, cell[4] = -sz, cell[5] = cz; - } - void Translate( Vector3d a_Pos ) { cell[TX] += a_Pos.x; cell[TY] += a_Pos.y; cell[TZ] += a_Pos.z; } - void SetTranslation( Vector3d a_Pos ) { cell[TX] = a_Pos.x; cell[TY] = a_Pos.y; cell[TZ] = a_Pos.z; } - void Concatenate( const Matrix4d & m2 ) - { - Matrix4d res; - int c; - for ( c = 0; c < 4; c++ ) for ( int r = 0; r < 4; r++ ) - res.cell[r * 4 + c] = cell[r * 4] * m2.cell[c] + - cell[r * 4 + 1] * m2.cell[c + 4] + - cell[r * 4 + 2] * m2.cell[c + 8] + - cell[r * 4 + 3] * m2.cell[c + 12]; - for ( c = 0; c < 16; c++ ) cell[c] = res.cell[c]; - } - Vector3d Transform( const Vector3d & v ) const - { - double x = cell[0] * v.x + cell[1] * v.y + cell[2] * v.z + cell[3]; - double y = cell[4] * v.x + cell[5] * v.y + cell[6] * v.z + cell[7]; - double z = cell[8] * v.x + cell[9] * v.y + cell[10] * v.z + cell[11]; - return Vector3d( x, y, z ); - } - void Invert() - { - Matrix4d t; - int h, i; - double tx = -cell[3], ty = -cell[7], tz = -cell[11]; - for ( h = 0; h < 3; h++ ) for ( int v = 0; v < 3; v++ ) t.cell[h + v * 4] = cell[v + h * 4]; - for ( i = 0; i < 11; i++ ) cell[i] = t.cell[i]; - cell[3] = tx * cell[0] + ty * cell[1] + tz * cell[2]; - cell[7] = tx * cell[4] + ty * cell[5] + tz * cell[6]; - cell[11] = tx * cell[8] + ty * cell[9] + tz * cell[10]; - } - Vector3d GetXColumn() { return Vector3d( cell[0], cell[1], cell[2] ); } - Vector3d GetYColumn() { return Vector3d( cell[4], cell[5], cell[6] ); } - Vector3d GetZColumn() { return Vector3d( cell[8], cell[9], cell[10] ); } - void SetXColumn( const Vector3d & a_X ) - { - cell[0] = a_X.x; - cell[1] = a_X.y; - cell[2] = a_X.z; - } - void SetYColumn( const Vector3d & a_Y ) - { - cell[4] = a_Y.x; - cell[5] = a_Y.y; - cell[6] = a_Y.z; - } - void SetZColumn( const Vector3d & a_Z ) - { - cell[8] = a_Z.x; - cell[9] = a_Z.y; - cell[10] = a_Z.z; - } - double cell[16]; -} ; - - - - diff --git a/src/Vector3.h b/src/Vector3.h index 8ee7a87b0..841c3e7d1 100644 --- a/src/Vector3.h +++ b/src/Vector3.h @@ -22,7 +22,7 @@ public: T x, y, z; - inline Vector3() : x(0), y(0), z(0) {} + inline Vector3(void) : x(0), y(0), z(0) {} inline Vector3(T a_x, T a_y, T a_z) : x(a_x), y(a_y), z(a_z) {}